Difference between revisions of "Awareness of Surroundings"
From gdp3
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=== Examples === | === Examples === | ||
+ | |||
+ | ==== Anti-Examples ==== | ||
+ | optional | ||
== Using the pattern == | == Using the pattern == | ||
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=== Interface Aspects === | === Interface Aspects === | ||
− | === | + | === Narration Aspects === |
== Consequences == | == Consequences == | ||
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== Relations == | == Relations == | ||
+ | [[Companions]] | ||
+ | |||
=== Can Instantiate === | === Can Instantiate === | ||
[[Own Agenda]], | [[Own Agenda]], | ||
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== Acknowledgments == | == Acknowledgments == | ||
+ | - |
Revision as of 19:38, 12 August 2014
The ability of algorithmic agents to detect and react to all deigetically relevant phenomena.
This pattern is a still a stub.
Contents
Examples
Anti-Examples
optional
Using the pattern
Can Modulate
Algorithmic Agents, Non-Player Characters
Diegetic Aspects
Interface Aspects
Narration Aspects
Consequences
Can Instantiate
Own Agenda, Sense of Self, Thematic Consistency
Relations
Can Instantiate
Own Agenda, Sense of Self, Thematic Consistency
Can Modulate
Algorithmic Agents, Non-Player Characters
Can Be Instantiated By
-
Can Be Modulated By
-
Possible Closure Effects
-
Potentially Conflicting With
-
History
A rewrite of a pattern that was part of the original collection in the paper Gameplay Design Patterns for Believable Non-Player Characters[1].
References
- ↑ Lankoski, P. & Björk, S. (2007) Gameplay Design Patterns for Believable Non-Player Characters. Proceedings of DiGRA 2007.
Acknowledgments
-